ecosystem / people / casey-campbell
Casey Campbell on the TechTO stage

Casey Campbell

Managing Director, North America, Gameloft

GamingOn TechTO stages since 2019

Casey Campbell runs North America for Gameloft, the mobile games publisher behind Asphalt 9 and Disney Magic Kingdoms, leading sales and business development in the US and Canada. He started in systems integration consulting and joined the mobile games industry in 2006, and now works mostly on connecting brands to game audiences through in-game advertising.

On the TechTO stage ×1

First seen on the TechTO stage in 2019. Every talk is searchable — ask the archive about Casey

In their words

gaming is now a very, very powerful force in the world of pop culture, and it's really crossing boundaries and crossing borders and gives people now a common language to speak about entertainment

TechTO MarketingTO, Oct 2019 · watch at 1:23

it's the biggest vertical in entertainment. So in 2018, revenue from video games surpassed movies and music put together.

TechTO MarketingTO, Oct 2019 · watch at 2:07

so we now have 2.2 billion gamers worldwide, and that's projected to reach 2.7 billion gamers by 2021

TechTO MarketingTO, Oct 2019 · watch at 3:05
A few quotes can’t cover everything Casey said on the TechTO stage. 1,600+ talks are searchable.Ask about Casey

Around the web ×1

Quick answers

Who is Casey Campbell?

Managing director for North America at Gameloft, the mobile games publisher, where he runs sales and business development across the US and Canada. He joined the mobile games industry in 2006 after starting out in systems integration consulting.

What did Casey Campbell talk about at TechTO?

The biggest entertainment industry, at MarketingTO in October 2019 — his case that gaming had outgrown its stereotype and become the largest entertainment vertical, and that the brain science behind why games hold attention is what makes gamification work elsewhere.

What did he say about who actually plays games?

Citing a Tapjoy study on the TechTO stage in October 2019, he said 63% of gamers were women, players over 50 were gaming more than 36-to-49-year-olds, and 68% of people who played regularly did not call themselves gamers. Stage figures, dated.

Suggest an edit
This is you? Claim this profileAsk to be removed
Know someone who belongs here? Suggest a profile
Maintained by TechTO · facts sourced and dated · last reviewed Jul 19, 2026